[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2393132.2393134acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Transmedia in the classroom: breaking the fourth wall

Published: 03 October 2012 Publication History

Abstract

While transmedia storytelling surrounds us in our daily lives as we experience ubiquitous market campaigns, there is a dearth of documented instances of transmedia storytelling being used for curricular purposes within formalized learning environments. This paper discusses the theory, design, and implementation of a transmedia story used as an avenue to further contextualize and unpack several works by Edgar Allen Poe in a 9th and 10th grade language arts class in the United States. Connections to game literature are made. Teacher and student responses to the experience are documented.

References

[1]
Bell, E. 2008. Theories of performance, Los Angeles: Sage.
[2]
Moffett, J. 1968. A student-centered language arts curriculum, grades k-13: A handbook for teachers. Boston: Houghton Mifflin.
[3]
Pederson, S. & Liu, M. 2003. Teachers' beliefs about issues in the implementation of student-centered learning environment. Educational Technology Research and Development, 51(2), 57--76. Cochran-Smith, M. & Lytle, S. (2009). Inquiry as stance: Practitioner Research for the Next Generation. New York: Teachers College Press.
[4]
Vygotsky, L. S., & Cole, M. 1978. Mind in society: The development of higher psychological processes. Cambridge: Harvard University Press.
[5]
Dewey, J. 1938. Experience & education. New York, Simon & Schuster.
[6]
Squire, K. 2008. Video-game literacy: A literacy of expertise. In J. Coiro, M. Knobel, C. Lankshear & D. Leu, Eds., Handbook of Research on New Literacies (pp. 635--669). New York, NY: Routledge.
[7]
Steinkuehler, C. 2008. Cognition and literacy in massively multiplayer online games. In J. Coiro, M. Knobel, C. Lankshear & D. Leu, Eds., Handbook of Research on New Literacies (pp. 635--669). New York, NY: Routledge.
[8]
Black, R. W., & Steinkuehler, C. 2009. Literacy in virtual worlds. In L. Christenbury, R. Bomer, P. Smagorinsky, Eds. Handbook of adolescent literacy research (pp. 271--286). New York: Guilford.
[9]
Zimmerman, E. 2008. Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century. Perron, B. & Wolf, M. Eds., The Video Game Theory Reader 2. (pp. 23--31). New York, NY: Routledge.
[10]
Kinder, Marsha. 1991. Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley and Los Angeles, California: University of California Press. pp. 38, 119.
[11]
Jenkins, H. 2003. Transmedia storytelling. Technology Review. Retrieved Jan. 15, 2012 from http://www.technologyreview.com/biomedicine/13052/.
[12]
Jenkins, H. 2011. "Transmedia 202: Further reflections." Confessions of an AcaFan.
[13]
Dena, C. 2010. TEDxTransmedia -- DAREtoDESIGN. Retrieved Jan. 12, 2012 from http://www.youtube.com/watch?v=GtuthYUrntw.
[14]
Jenkins, H. 2011. "Transmedia 202: Further reflections." Confessions of an AcaFan.
[15]
Jenkins, H. 2008. Convergence culture: Where old and new media collide. New York: New York University Press.
[16]
Entertainment Software Ratings Board. 2012. Retrieved May, 30, 2012 from http://www.esrb.org/index-js.jsp.
[17]
Salen & Zimmerman. 2003. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press.
[18]
Spiro, R. & Jehng, J. 1990. Cognitive flexibility and hypertext: Theory and technology for the nonlinear and multidimensional traversal of complex subject matter. In Nix, D., Spiro, R., Eds. Cognition, education and multimedia: Exploring ideas in high technology (pp. 163--205). Hillsdale, NJ: Lawrence Earlbaum, Inc.
[19]
Leu, D. J., Kinzer, C. K., Coiro, J., & Cammack, D. W. 2004. Toward a theory of New Literacies emerging from the Internet and other information and communication technologies. In R. B. Ruddell & N. J. Unrau, Eds., Theoretical Models and Processes of Reading (5 ed.). Newark, NJ: International Reading Association.
[20]
Leu, D. J., Zawilinski, L., Castek, J., Banerjee, M., Housand, B. C., Liu, Y., et al. 2007. What is new about the New Literacies of online reading comprehension? Secondary School Literacy: What Research Reveals for Classroom Practice (pp. 37--68).
[21]
Cochran-Smith, M. & Lytle, S. 2009. Inquiry as stance: Practitioner Research for the Next Generation. New York: Teachers College Press.
[22]
Pinkard, N., Barron, B. & Martin, C. 2008. Digital youth network: Fusing schools and after-school contexts to develop youth's new media literacies. ICLS'08 Proceedings of the 8th international conference on international conference for the learning sciences, 3, 113--114.
[23]
Graham, C. R. 2005. Blended learning systems: Definition, current trends, and future directions. In C. J. Bonk & C. R. Graham, Eds., Handbook of Blended Learning: Global Perspectives, local designs (pp. 3--21). San Francisco, CA: Pfeiffer.

Cited By

View all
  • (2024)Gamification of virtual museum curation: a case study of Chinese bronze waresHeritage Science10.1186/s40494-024-01464-212:1Online publication date: 8-Oct-2024
  • (2024)Transmedia learning: a literature reviewTechnology, Pedagogy and Education10.1080/1475939X.2024.231068133:2(255-269)Online publication date: 8-Mar-2024
  • (2022)Storytelling in Media Communication: Media and Art ModelsInternational Journal of Criminology and Sociology10.6000/1929-4409.2020.09.3839(3166-3174)Online publication date: 5-Apr-2022
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
October 2012
278 pages
ISBN:9781450316378
DOI:10.1145/2393132
  • Conference Chair:
  • Artur Lugmayr
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 October 2012

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. additive comprehension
  2. curriculum
  3. learning
  4. storytelling
  5. transmedia

Qualifiers

  • Research-article

Conference

AcademicMindTrek '12

Acceptance Rates

MindTrek '12 Paper Acceptance Rate 19 of 43 submissions, 44%;
Overall Acceptance Rate 110 of 207 submissions, 53%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)6
  • Downloads (Last 6 weeks)2
Reflects downloads up to 19 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Gamification of virtual museum curation: a case study of Chinese bronze waresHeritage Science10.1186/s40494-024-01464-212:1Online publication date: 8-Oct-2024
  • (2024)Transmedia learning: a literature reviewTechnology, Pedagogy and Education10.1080/1475939X.2024.231068133:2(255-269)Online publication date: 8-Mar-2024
  • (2022)Storytelling in Media Communication: Media and Art ModelsInternational Journal of Criminology and Sociology10.6000/1929-4409.2020.09.3839(3166-3174)Online publication date: 5-Apr-2022
  • (2022)Breaking the Fourth Wall of Data Stories Through InteractionIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.3209409(1-11)Online publication date: 2022
  • (2021)Waking Up in the Morning (WUIM): A Smart Learning Environment for Students with Learning DifficultiesTechnologies10.3390/technologies90300509:3(50)Online publication date: 16-Jul-2021
  • (2016)‘Talking Tools'Web Design and Development10.4018/978-1-4666-8619-9.ch079(1770-1788)Online publication date: 2016
  • (2016)A New Hope: Negotiating the Integration of Transmedia Storytelling and Literacy InstructionJournal of Adolescent & Adult Literacy10.1002/jaal.51259:6(642-646)Online publication date: 24-Apr-2016
  • (2014)'Talking Tools'International Journal of Mobile and Blended Learning10.4018/ijmbl.20140401046:2(41-57)Online publication date: 1-Apr-2014
  • (2014)Online, tuned in, turned on: multimedia approaches to fostering critical media health literacy for adolescentsAsia-Pacific Journal of Health, Sport and Physical Education10.1080/18377122.2014.9408125:3(267-280)Online publication date: 17-Sep-2014

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media